Every location on the map can have values. These are measured in three categories: military, wealth and social. These values are provided by different kinds of assets.

customs cannot be changed: the people living in a particular location might have a spartan culture resulting in a military value of 4

buildings can be built and torn down: barracks provide a military value of 2

processes can be implemented and aborted: military spending converts the wealth of a location to military value at a rate of 2:1

Some buildings a domain might start building:

Values

Asset

M

W

S

Barracks

2

–

–

Palisade

2

–

–

School

–

2

–

Market

–

2

–

Shrine

–

–

2

Militia

1

–

–

Yes, since the militia can’t move, it essentially acts like a building: an immobile asset.

Total up all the value provided by the assets in your domain.

Compare your domain’s values to the upkeep cost of all the units in your domain. Units are usually mobile and consist of roughly a hundred individuals.

Some military units:

Unit

HD

AC

MV

Attacks

SV

ML

Upkeep

Traits

Light Infantry

1

7

120’

1d6

F1

7

1M 1W 0S

Spear Tactics

Heavy Infantry

2

4

90’

1d8

F2

8

2M 2W 0S

Ape Soldiers

4

6

120’

1d8

F2

7

3M 3W 0S

Every month, the player domain gets two domain moves. The bold ones are the important ones.

attack a location (with units)

disband an asset

establish an asset (requires three successful checks: difficulty is 12 + sum of the values provided, roll d20 + bonus based on your domain’s existing values, all difficulties go down by one with each failed roll)

establish or erase a location (on the map)

move a unit

punish atrocity (needs scapegoat)

rectify disruption (removes 1d4+2 points of disruption)

repair an asset (heal units for many hit-points as the domain has military value, distribute at will, scarce units require 2:1 and rare units require 4:1)

solve an obstacle (requires a unit of a particular type at hand to reduce the local obstacle by 1d4 on a successful saving throw + bonus based on your domain’s appropriate value, see table below; failed saves result in a point of disruption)

withdraw treasure

Your domain’s values may also provide a bonus for the domain moves described above:

Value

Bonus

0–5

+0

6–10

+1

11–15

+2

16–20

+3

+5

+1

The various kinds of obstacles and which units are best used to solve them:

Obstacle

Value Type

Unit

Disorder

Military

Guardsmen

Uprising

Military

any military unit

Poverty

Wealth

Merchant

Ignorance

Wealth

Sage

Despair

Social

Prophet

Corruption

Social

Magistrate

Military units were listed above. The other unit types also have upkeep costs: